You should continue doing side projects even while doing university
Another user said it before, and it's true; I'm only looking for something to start with, but I'm planning on studying on my own during and post -uni.
I have "Visual C# 2010" I've never read. Is it the right book to start with? Can you suggest anything better?
Or even another language?
I'm stuck on those questions
Having an understanding of C# when starting your C++ course in Uni (if you decide to go that way) is still better than having no programming expierience at all.
You will still have to learn new concepts like memory management that C#, most of the time, will take care of for you. But around 90% of the language (save libraries that might differ) will be highly familiar to you by then, as its only a slight difference in syntax between C# and C++...
You have to see that most of the languages popular today, especially in the field of game programming, have common roots (in C AFAIK). Thus the basic concepts are very close.
Now, as you already have this book laying around, you have 2 Months left and want a cool project, you could either start by writing small text based or 2D Games with the C# book and an additional tutorial on Game Loops and basic game concepts like that (translating a Java tutorial for a game loop to C# should be easy, and is a good training in understanding basic concepts and differences of these languages in itself for example)...
Or you could do what a lot of the impatient newbies did (me included ;) ), download Unity (its free as long as you don't need the pro stuff), skip through a quick tutorial to get the basics (who has the time to really do a tutorial from start to end, right? What could possibly go wrong, right? ), and then use the Engine, combined with some nice free 3D Models found on the net, combined with your C# book to setup a nice scene, populate it with stuff, and get things moving with C# scripts.
The first suggestion is certainly a better, more bottom up approach for a game programmer... no better way to understand the basics of a game loop than programming it yourself. You will learn more about the language, and by the time you hit Uni you certainly have some small games done.
The second approach will give you nice visual results faster. You will also learn a lot about C# and Programming, as an added bonus you get some expierience with using a Game Engine Editor (which is different for each engine, but the basic stuff stays the same more or less) and you get exposed to some topics of 3D Graphics (baking lightmaps, realtime lighting, shaders, ...).
If you have enough staying power to really dive in head first, you might, after a lot of learning, be able to build simple 3D Games with stock models. Which to some people is much more motivating than writing simple 2D Games.
I think I personally would mix'n'match a little. You really should try writing game loops to get a feel for how every engine is built up at its core (and then get the opportunity to see why something sounding so simple like refreshing a 2D Image 60 times per second will fail miserably if implemented in a naive way... happened to me)
When you get tired of writing simple text games, move on to nice 2D Games, or download an engine and dive in head first into 3D Game dev.
There is much more to learn than just how to program. If you really have 2 months full time, you can get a headstart on other students for your CS Education, AND learn some basics for later game dev projects.
EDIT:
Oh, and be aware that a book with the name of "<language name> <year>" will usually be a good reference for an expierienced programmer, but might not be the best start for a novice. You usually will find a book "learning <language name>", sometimes even from the same publisher.
For example, O'Reilly will normally Publish a general reference book on a language ("Perl in a Nutshell" for example), but also a beginners book ("Learning Perl" for example).
The beginners book will explain the basics much better, but will never go that much into the details as the reference book, and will omit library specific parts that the reference book might include to get more space for simple tutorials and a much more examples.